0-1A: GHOSTS OF THE DEEP (Inactive)

Game Master Hawkmoon269

This is for the Pathfinder Adventure Card Game Season of the Shackles 0-1A: GHOSTS OF THE DEEP


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The Exchange

Im in no rush so Ill wait for the next update. Im around tonight so playing my turn now or later shouldnt make much of a difference. Still turn 6/Koren


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I am out right now, but will update when I get home.


1 person marked this as a favorite.

I would remain at the Rocky Cliffs and not move with the ship.


Here are the next cards at the Sea Caves:

Sea Caves Card 1:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

Powers
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.


Sea Caves Card 2:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


Sea Caves Card 3:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

The Exchange

I believe a Blessing of Besmara is in the current blessing.

I explore Riptide Cove and encounter a Cutless +1 which requires a Str/Mel 8 check.

Ill attempt a Melee check twice since Id have to succeed twice. Ill also reveal my crowbar to add a die to my non combat Strength check:

Cutless Commerce: 2d10 + 2 ⇒ (6, 3) + 2 = 11

Cutless Commerce, Continued: 2d10 + 2 ⇒ (3, 2) + 2 = 7

The Exchange

Well that was unexpected. No cutless for me.

Ill discard my Quarter master to explore and add Swashbuckling to my non combat checks this explore at Riptide Cove.

Crocodile

Check
Combat
13

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.

Ill play my longsword and recharge(via my power) it for its extra 1d6:

Croc Combat: 1d10 + 2 + 1d8 + 1d6 ⇒ (3) + 2 + (1) + (5) = 11

The Exchange

Missed by 2: Recharging Leather Armor and discarding Crowbar.

Hawk, he gets shuffled somewhere.

Ill end my turn, and draw up. Hand update to follow.

The Exchange

Vika(cosined) wrote:

Hand: Greatclub, Mace, Chain Mail, BotG

Deck: 9 Discard: 3 Buried: 0
Note: Riptide Cove, Emergency BotG for Banes.


Crocodile is getting shuffled into Scar Bay.


Chin up shipmates, lady fortune will smile in our favour soon enough


Turn 8
Blessing: Blessing of the Gods
8/22
Ezren

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Jirelle

Fog Bank Card 1:
Post
"Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.


Fog Bank Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Fog Bank Card 3:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Wormwood
Ship B

Traits
Class 5

Check
Dexterity
Acrobatics
9
OR
Wisdom
Survival
7

When Encountered
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.


Raker Shoals Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Raker Shoals Card 3:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.


Scar Bay Card 2:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.


Scar Bay Card 3:
Crocodile
Monster C

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:0 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located Here: Ezren

Rocky Cliff Card 1:
Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Rocky Cliffs Card 2:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.


Rocky Cliffs Card 3:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located Here: Vika

Riptide Cove Card 1:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.


Riptide Cove Card 2:
Quartermaster
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


Riptide Cove Card 3:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Koren

Sea Caves Card 1:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

Powers
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.


Sea Caves Card 2:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


Sea Caves Card 3:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Starting at Rocky Cliffs.
Examining top card.
Magic Weapon goes to bottom.
Exploring:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Recharging Sage
Knowledge: 1d12 + 1 + 1d6 ⇒ (5) + 1 + (3) = 9


Success! Top card is:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.


Ending turn.
Hand: MW, FM, LT, PM, Sling, Guard
Deck: 8, Discard: 1, Bury: 0
May use MW.


Turn 9
Blessing: Blessing of Abadar
9/21
Jirelle

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Jirelle

Fog Bank Card 1:
Post
"Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.


Fog Bank Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Fog Bank Card 3:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Wormwood
Ship B

Traits
Class 5

Check
Dexterity
Acrobatics
9
OR
Wisdom
Survival
7

When Encountered
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.


Raker Shoals Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Raker Shoals Card 3:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.


Scar Bay Card 2:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.


Scar Bay Card 3:
Crocodile
Monster C

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located Here: Ezren
Arron Ivy!!!

Rocky Cliffs Card 1:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Rocky Cliffs Card 2:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Rocky Cliffs Card 3:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located Here: Vika

Riptide Cove Card 1:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.


Riptide Cove Card 2:
Quartermaster
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


Riptide Cove Card 3:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Koren

Sea Caves Card 1:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

Powers
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.


Sea Caves Card 2:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


Sea Caves Card 3:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

The Exchange

whoops! Totally said Id wait, then went anyways...


Nice Scouting Ezren!

Now mateys, shall I go shove Shiny in it's gizzards?

which of course would auto close that location


We could only potentially close two other locations right now, so I'd be in favor of waiting until we could corner him.


It was a strategy for quick closing a location, but one dissent is enough to refocus my turn!


Jirelle continues her blind voyage into the Fog Bank

Explore 1: Ambush
I don't think this is worth using a blessing on. So I will see if card 2 or 3 are a monster.

Card 2 is a Pirate Shade Haunt

So, I am now haunted!
I may close the Fog Bank by recharging my hand, and I do so.


Jirelle(Troymk1) wrote:

Hand: Standard Bearer, Abadar, Gods, Gods, Gods

(Displayed: )
Deck: 9 Discard: 1 Buried: 0
Note: Fog Bank (closed) Pirate Shade Haunt

I have a hand full of Blessings, so use Abadar if you hit a barrier you are worried about,or BotGods if needed


Ezren, Seeker of Knowledge wrote:
We could only potentially close two other locations right now, so I'd be in favor of waiting until we could corner him.

I'd like to force the Villain to Raker Shoals so we can avoid the 4 damage to the ship (well, three because of Jirelle). I might head over to Scar Bay just because of the Divine 8 check there for the temp close. On the other hand, Sea Caves is almost done. We know that the Monster here is that scary Blood Moon Pirate, so I'll wait to see what the top card of the Blessings deck is before I make my decision.


Turn 10
Blessing: Blessing of Milani
10/20
Koren

Fog Bank
Closed
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Jirelle

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Dominator
Ship B

Traits
Class 6

Check
Wisdom
Survival
8
OR
Dexterity
Ranged
11

When Encountered
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding
You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.


Raker Shoals Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Raker Shoals Card 3:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.


Scar Bay Card 2:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.


Scar Bay Card 3:
Crocodile
Monster C

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here:Ezren
Arron Ivy!!!

Rocky Cliff Card 1:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.


Rocky Cliff Card 2:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Rocky Cliff Card 3:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here:Vika

Riptide Cove Card 1:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.


Riptide Cove Card 2:
Quartermaster
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


Riptide Cove Card 3:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Koren

Sea Caves Card 1:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

Powers
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.


Sea Caves Card 2:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


Sea Caves Card 3:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Okay, Blessing of Milani and some blessings help, so I'm going to stay here.

First is the Con/Fortitude check or bury a card:

Dice Check: 1d6 + 2 ⇒ (2) + 2 = 4

Have to bury a card, so Sagacity goes away.

And the Blood Moon Pirate comes back, but this time I'm equipped to defeat him!

I'm going to use one of Jirelle's BotGs but I won't discard the Heavy Pick.

Dice Check: 2d8 + 1d6 + 2 ⇒ (5, 7) + (1) + 2 = 15

And he is defeated.

I'll discard the Blessing of Abadar to explore again.


Next up is a Swab Ally with a Charisma/Diplomacy 6 check to acquire...

Dice Check: 1d8 ⇒ 3

Nope.

I reset my hand:

Koren(jduteau) wrote:

Hand: Heavy Pick, Sanctuary, Scale Mail, Sage's Journal, Magic Leather Armor

Deck: 5 Discard: 6 Buried: 1
Note:

With the heavy lifting done, someone should come help close this location :)

1 Barrier, 1 Weapon, 1 Spell, 1 Blessing, and the Henchman left.


Turn 11
Blessing: Blessing of Besmara
11/19
Vika

Just updating the Sea Caves, everything else is unchanged....

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1

Sea Caves Card 1:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Sea Caves Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Sea Caves Card 3:
Frostbite
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.


does it make sense to close this location quickly and then disperse to temp close the other three locations?


We should set up to drive the Villain to the Raker shoals. Having said that, I won't be much use next turn as all my weapons were recharged

The Exchange

I explore Riptide Cove on my turn and uncover the Dead Mans Chest

Dead Mans Chest:
Dead Man's Chest
Barrier C
Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Ill attempt to coax it open via a melee check blessed by the gods:

Scratch that. Ill attempt it WITHOUT the Blessing making it a fools errand. Consider it a fail.

Discard the BotG for the explore instead where I encounter a surly Quartermaster that I surely wont be able to ally with...

Quartermaster For Reference:
Quartermaster
Ally B
Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

I end my turn, drawing up a Signal Whistle.

The Exchange

Vika(cosined) wrote:

Hand: Greatclub, Mace, Chain Mail, Signal Whistle

Deck: 8 Discard: 4 Buried: 0
Note: Riptide Cove.


Remember I had a bunch of blessings Vika !

The Exchange

J, noted. Didn't think either explore required a bump. Also I didn't think of it! Hawk, can I get the card text on Riptide Grindylow? I have a decent chance of turning up the Henchman soon


Riptide Grindylow:
Riptide Grindylow
Henchman Monster 1

Traits
Aberration
Goblin
Aquatic

Check
Combat
11

Powers
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Turn 12
Blessing: Blessing of Gorum
12/18
Ezren

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
CLOSED
Located here:Jirelle

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Sea Chanty
Ship B

Traits
Class 3

Check
Wisdom
Survival
6
OR
Charisma
Diplomacy
8

When Encountered
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

Raker Shoals Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Raker Shoals Card 3:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.


Scar Bay Card 2:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.


Scar Bay Card 3:
Crocodile
Monster C

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Ezren
Arron Ivy[/b[

Rocky Cliff Card 1:
[b]Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.


Rocky Cliff Card 2:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Rocky Cliff Card 3:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Vika

Riptide Cove Card 1:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.


Riptide Cove Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Riptide Cove Card 3:
Rosie Cusswell
Ally 1

Traits
Halfling
Fighter
Pirate

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Koren

Sea Caves Card 1:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Sea Caves Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Sea Caves Card 3:
Frostbite
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.


I'm terrible at Con but can help close the Sea Caves.
Move: Sea Caves
Explore:
Of course, a Con check.
Swabbing the Decks
Recharge Guard, for 1d6 + 1d4
I'll use one of Jirelle's BotGs, since I'm more likely to fail as is.
Swabbing the Decks: 2d6 + 1d4 ⇒ (1, 1) + (3) = 5


Wow, lame. Everyone recharges a card and it stays on top.
I'll recharge Ph Minion and end turn.
MW, FMx2, LT, Sling, Arcane Robes


Ouch. That was unfortunate. But you are all doing pretty good so far. It was a bit more worrisome early one, but after you found Arron Ivy, you've been rolling well enough.

And there are worse barriers to fail against then Swabbing the Decks...

Turn 13
Blessing: Blessing of the Gods
13/17
Jirelle

Location unchanged from Turn 12, except Swabbing the Decks is faceup at the Sea Caves.


Ezren, Seeker of Knowledge wrote:

Explore:

Of course, a Con check.
Swabbing the Decks
Recharge Guard, for 1d6 + 1d4
I'll use one of Jirelle's BotGs, since I'm more likely to fail as is.
[dice=Swabbing the Decks]2d6+1d4

Ezren should use Jirelle's Blessing of Abadar for another 1d6 instead of the BotG.

Or Jirelle can just come to the Sea Caves and use it herself now, since she has Fort: D6+2.


Swabbing the Decks wrote:
If undefeated, each character recharges 1 card.

I assume that means every character no matter what location? I'm recharging Sanctuary.


Ok I recharged a Blessing of the Gods


Jirelle Steers the Crusty Crab closer into shore to access the Sea Caves. But is called for to supervise the Deck Swabbing after it is less than shiny from Koren's efforts ;)

Recharging the Standard Bearer to do the deed Delegation is a skill!

Swabbing the Decks: 2d6 + 2 - 0 ⇒ (5, 2) + 2 - 0 = 9


I forgot that was also -1 for my haunting !

But still a success

I will spend a Blessing of the Gods to progress

And for my troubles card two is another Pirate Shade Haunt

I now have 2 displayed which is -4 for Swashbuckling checks :/


1 person marked this as a favorite.

The 2nd Pirate Shade Haunt goes to a random character at our location, so not necessarily to you...


Hawk I will not attempt to close it without a weapon. Also everything left in there is a boon. My ABadar is available if anyone meets a barrier they will have trouble with.

Jirelle(Troymk1) wrote:

Hand: Rapier, Leather Armor, Amulet of Life, Abadar, Gods

(Displayed: )
Deck: 8 Discard: 2 Buried: 0
Note: Sea Caves Pirate Shade Haunt x2


I'm on the iPad any one can randomize who got the haunt please?


Koren=1
Jirelle=2
Ezren=3
And the PSH goes to: 1d3 ⇒ 2


And Jirelle is the proud new owner of a second Pirate Shade Haunt.

The Exchange

Vika(cosined) wrote:

Hand: Greatclub, Chain Mail, Signal Whistle

Deck: 9 Discard: 4 Buried: 0
Note: Riptide Cove. Recharged my Mace


Turn 14
Blessing: Blessing of Cayden Cailean
14/16
Koren

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.


Raker Shoals Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.


Raker Shoals Card 3:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:5 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

Scar Bay Card 1:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.


Scar Bay Card 2:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.


Scar Bay Card 3:
Crocodile
Monster C

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Arron Ivy

Rocky Cliff Card 1:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.


Rocky Cliff Card 2:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.


Rocky Cliff Card 3:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Vika

Riptide Cove Card 1:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.


Riptide Cove Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Riptide Cove Card 3:
Rosie Cusswell
Ally 1

Traits
Halfling
Fighter
Pirate

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:0
Located here: Koren, Ezren, Jirelle

Sea Caves Card 1:
Frostbite
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.


Sea Caves Card 2:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.


Sea Caves Card 3:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Three cards left and then we summon and defeat a monster. I have no blessings, so let's hope the first card is a blessing...

First, the succeed at Con/Fort 6 or bury a card...
Dice Check: 1d6 + 2 ⇒ (1) + 2 = 3

I bury my Magic Leather Armor.

Then I encounter a Frostbite spell with a Divine check 5 to acquire...

Dice Check: 1d8 + 3 ⇒ (6) + 3 = 9

And my turn is done...

Koren(jduteau) wrote:

Hand: Heavy Pick, Chain Mail, Scale Mail, Sage's Journal, Frostbite

Deck: 5 Discard: 6 Buried: 2

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